<!doctype html>
<html lang="en">
	<head>
		<title>three.js webgl - materials</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<style>
			body {
				font-family: Monospace;
				background-color: #000;
				margin: 0px;
				overflow: hidden;
			}
		</style>
	</head>
	<body>

		<script src="../build/Three.js"></script>

		<script src="js/Detector.js"></script>
		<script src="js/Stats.js"></script>

		<script>

			if ( ! Detector.webgl ) Detector.addGetWebGLMessage();

			var container, stats;

			var camera, scene, renderer, objects;
			var particleLight, pointLight;

			init();
			animate();

			function init() {

				container = document.createElement( 'div' );
				document.body.appendChild( container );

				scene = new THREE.Scene();

				camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
				camera.position.set( 0, 200, 800 );
				scene.add( camera );


				// Grid

				var line_material = new THREE.LineBasicMaterial( { color: 0xffffff, opacity: 0.2 } ),
					geometry = new THREE.Geometry(),
					floor = -75, step = 25;

				for ( var i = 0; i <= 40; i ++ ) {

					geometry.vertices.push( new THREE.Vertex( new THREE.Vector3( - 500, floor, i * step - 500 ) ) );
					geometry.vertices.push( new THREE.Vertex( new THREE.Vector3(   500, floor, i * step - 500 ) ) );

					geometry.vertices.push( new THREE.Vertex( new THREE.Vector3( i * step - 500, floor, -500 ) ) );
					geometry.vertices.push( new THREE.Vertex( new THREE.Vector3( i * step - 500, floor,  500 ) ) );

				}

				var line = new THREE.Line( geometry, line_material, THREE.LinePieces );
				scene.add( line );

				// Materials

				var texture = new THREE.Texture( generateTexture() );
				texture.needsUpdate = true;

				var materials = [];
				materials.push( new THREE.MeshLambertMaterial( { map: texture, transparent: true } ) );
				materials.push( new THREE.MeshLambertMaterial( { color: 0xdddddd, shading: THREE.FlatShading } ) );
				materials.push( new THREE.MeshPhongMaterial( { ambient: 0x030303, color: 0xdddddd, specular: 0x009900, shininess: 30, shading: THREE.FlatShading } ) );
				materials.push( new THREE.MeshNormalMaterial( ) );
				materials.push( new THREE.MeshBasicMaterial( { color: 0xffaa00, transparent: true, blending: THREE.AdditiveBlending } ) );
				//materials.push( new THREE.MeshBasicMaterial( { color: 0xff0000, blending: THREE.SubtractiveBlending } ) );

				materials.push( new THREE.MeshLambertMaterial( { color: 0xdddddd, shading: THREE.SmoothShading } ) );
				materials.push( new THREE.MeshPhongMaterial( { ambient: 0x030303, color: 0xdddddd, specular: 0x009900, shininess: 30, shading: THREE.SmoothShading, map: texture, transparent: true } ) );
				materials.push( new THREE.MeshNormalMaterial( { shading: THREE.SmoothShading } ) );
				materials.push( new THREE.MeshBasicMaterial( { color: 0xffaa00, wireframe: true } ) );

				materials.push( new THREE.MeshDepthMaterial() );
				materials.push( new THREE.MeshBasicMaterial( { map: texture, transparent: true } ) );

				// Spheres geometry

				var geometry_smooth = new THREE.SphereGeometry( 70, 32, 16 );
				var geometry_flat = new THREE.SphereGeometry( 70, 32, 16 );
				var geometry_pieces = new THREE.SphereGeometry( 70, 32, 16 ); // Extra geometry to be broken down for MeshFaceMaterial

				for ( var i = 0, l = geometry_pieces.faces.length; i < l; i ++ ) {

					var face = geometry_pieces.faces[ i ];

					if ( Math.random() > 0.7 )  {

						face.materialIndex = Math.floor( Math.random() * materials.length );

					} else {

						face.materialIndex = 0;

					}

				}

				geometry_pieces.materials = materials;

				materials.push( new THREE.MeshFaceMaterial() );

				objects = [];

				var sphere, geometry, material;

				for ( var i = 0, l = materials.length; i < l; i ++ ) {

					material = materials[ i ];

					geometry = material instanceof THREE.MeshFaceMaterial ? geometry_pieces :
							   ( material.shading == THREE.FlatShading ? geometry_flat : geometry_smooth );

					sphere = new THREE.Mesh( geometry, material );

					sphere.position.x = ( i % 4 ) * 200 - 400;
					sphere.position.z = Math.floor( i / 4 ) * 200 - 200;

					sphere.rotation.x = Math.random() * 200 - 100;
					sphere.rotation.y = Math.random() * 200 - 100;
					sphere.rotation.z = Math.random() * 200 - 100;

					objects.push( sphere );

					scene.add( sphere );

				}

				particleLight = new THREE.Mesh( new THREE.SphereGeometry( 4, 8, 8 ), new THREE.MeshBasicMaterial( { color: 0xffffff } ) );
				scene.add( particleLight );

				// Lights

				scene.add( new THREE.AmbientLight( 0x202020 ) );

				var directionalLight = new THREE.DirectionalLight( Math.random() * 0xffffff );

				directionalLight.position.x = Math.random() - 0.5;
				directionalLight.position.y = Math.random() - 0.5;
				directionalLight.position.z = Math.random() - 0.5;

				directionalLight.position.normalize();

				scene.add( directionalLight );

				pointLight = new THREE.PointLight( 0xffffff, 1 );
				scene.add( pointLight );

				//

				renderer = new THREE.WebGLRenderer();
				renderer.setSize( window.innerWidth, window.innerHeight );

				container.appendChild( renderer.domElement );

				//

				stats = new Stats();
				stats.domElement.style.position = 'absolute';
				stats.domElement.style.top = '0px';

				container.appendChild( stats.domElement );

			}

			function generateTexture() {

				var canvas = document.createElement( 'canvas' );
				canvas.width = 256;
				canvas.height = 256;

				var context = canvas.getContext( '2d' );
				var image = context.getImageData( 0, 0, 256, 256 );

				var x = 0, y = 0;

				for ( var i = 0, j = 0, l = image.data.length; i < l; i += 4, j ++ ) {

					x = j % 256;
					y = x == 0 ? y + 1 : y;

					image.data[ i ] = 255;
					image.data[ i + 1 ] = 255;
					image.data[ i + 2 ] = 255;
					image.data[ i + 3 ] = Math.floor( x ^ y );

				}

				context.putImageData( image, 0, 0 );

				return canvas;

			}

			//

			function animate() {

				requestAnimationFrame( animate );

				render();
				stats.update();

			}

			function render() {

				var timer = 0.0001 * Date.now();

				camera.position.x = Math.cos( timer ) * 1000;
				camera.position.z = Math.sin( timer ) * 1000;

				camera.lookAt( scene.position );

				for ( var i = 0, l = objects.length; i < l; i ++ ) {

					var object = objects[ i ];

					object.rotation.x += 0.01;
					object.rotation.y += 0.005;

				}

				particleLight.position.x = Math.sin( timer * 7 ) * 300;
				particleLight.position.y = Math.cos( timer * 5 ) * 400;
				particleLight.position.z = Math.cos( timer * 3 ) * 300;

				pointLight.position.x = particleLight.position.x;
				pointLight.position.y = particleLight.position.y;
				pointLight.position.z = particleLight.position.z;

				renderer.render( scene, camera );

			}

		</script>

	</body>
</html>
